/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

GLADIATOR

==============================================================================
*/

#include "g_local.h"
#include "m_gladiator.h"


static int  sound_pain1;
static int  sound_pain2;
static int  sound_die;
static int  sound_gun;
static int  sound_cleaver_swing;
static int  sound_cleaver_hit;
static int  sound_cleaver_miss;
static int  sound_idle;
static int  sound_search;
static int  sound_sight;


void gladiator_idle(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

void gladiator_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void gladiator_search(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}

void gladiator_cleaver_swing(edict_t *self)
{
    gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}

mframe_t gladiator_frames_stand [] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};

void gladiator_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &gladiator_move_stand;
}


mframe_t gladiator_frames_walk [] = {
    { ai_walk, 15, NULL },
    { ai_walk, 7,  NULL },
    { ai_walk, 6,  NULL },
    { ai_walk, 5,  NULL },
    { ai_walk, 2,  NULL },
    { ai_walk, 0,  NULL },
    { ai_walk, 2,  NULL },
    { ai_walk, 8,  NULL },
    { ai_walk, 12, NULL },
    { ai_walk, 8,  NULL },
    { ai_walk, 5,  NULL },
    { ai_walk, 5,  NULL },
    { ai_walk, 2,  NULL },
    { ai_walk, 2,  NULL },
    { ai_walk, 1,  NULL },
    { ai_walk, 8,  NULL }
};
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};

void gladiator_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &gladiator_move_walk;
}


mframe_t gladiator_frames_run [] = {
    { ai_run, 23, NULL },
    { ai_run, 14, NULL },
    { ai_run, 14, NULL },
    { ai_run, 21, NULL },
    { ai_run, 12, NULL },
    { ai_run, 13, NULL }
};
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};

void gladiator_run(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        self->monsterinfo.currentmove = &gladiator_move_stand;
    else
        self->monsterinfo.currentmove = &gladiator_move_run;
}


void GaldiatorMelee(edict_t *self)
{
    vec3_t  aim;

    VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
    if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
        gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}

mframe_t gladiator_frames_attack_melee [] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, gladiator_cleaver_swing },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GaldiatorMelee },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, gladiator_cleaver_swing },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GaldiatorMelee },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};

void gladiator_melee(edict_t *self)
{
    self->monsterinfo.currentmove = &gladiator_move_attack_melee;
}


void GladiatorGun(edict_t *self)
{
    vec3_t  start;
    vec3_t  dir;
    vec3_t  forward, right;

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);

    // calc direction to where we targted
    VectorSubtract(self->pos1, start, dir);
    VectorNormalize(dir);

    monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}

mframe_t gladiator_frames_attack_gun [] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GladiatorGun },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};

void gladiator_attack(edict_t *self)
{
    float   range;
    vec3_t  v;

    // a small safe zone
    VectorSubtract(self->s.origin, self->enemy->s.origin, v);
    range = VectorLength(v);
    if (range <= (MELEE_DISTANCE + 32))
        return;

    // charge up the railgun
    gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
    VectorCopy(self->enemy->s.origin, self->pos1);  //save for aiming the shot
    self->pos1[2] += self->enemy->viewheight;
    self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}


mframe_t gladiator_frames_pain [] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};

mframe_t gladiator_frames_pain_air [] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};

void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage)
{

    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.time < self->pain_debounce_time) {
        if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
            self->monsterinfo.currentmove = &gladiator_move_pain_air;
        return;
    }

    self->pain_debounce_time = level.time + 3;

    if (random() < 0.5)
        gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    if (self->velocity[2] > 100)
        self->monsterinfo.currentmove = &gladiator_move_pain_air;
    else
        self->monsterinfo.currentmove = &gladiator_move_pain;

}


void gladiator_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, -8);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}

mframe_t gladiator_frames_death [] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};

void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    int     n;

// check for gib
    if (self->health <= self->gib_health) {
        gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
        for (n = 0; n < 2; n++)
            ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        for (n = 0; n < 4; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    if (self->deadflag == DEAD_DEAD)
        return;

// regular death
    gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_YES;

    self->monsterinfo.currentmove = &gladiator_move_death;
}


/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void SP_monster_gladiator(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }


    sound_pain1 = gi.soundindex("gladiator/pain.wav");
    sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
    sound_die = gi.soundindex("gladiator/glddeth2.wav");
    sound_gun = gi.soundindex("gladiator/railgun.wav");
    sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
    sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
    sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
    sound_idle = gi.soundindex("gladiator/gldidle1.wav");
    sound_search = gi.soundindex("gladiator/gldsrch1.wav");
    sound_sight = gi.soundindex("gladiator/sight.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
    VectorSet(self->mins, -32, -32, -24);
    VectorSet(self->maxs, 32, 32, 64);

    self->health = 400;
    self->gib_health = -175;
    self->mass = 400;

    self->pain = gladiator_pain;
    self->die = gladiator_die;

    self->monsterinfo.stand = gladiator_stand;
    self->monsterinfo.walk = gladiator_walk;
    self->monsterinfo.run = gladiator_run;
    self->monsterinfo.dodge = NULL;
    self->monsterinfo.attack = gladiator_attack;
    self->monsterinfo.melee = gladiator_melee;
    self->monsterinfo.sight = gladiator_sight;
    self->monsterinfo.idle = gladiator_idle;
    self->monsterinfo.search = gladiator_search;

    gi.linkentity(self);
    self->monsterinfo.currentmove = &gladiator_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    walkmonster_start(self);
}
